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+#pragma once
+
+#include <box2d/box2d.h>
+#include <vector>
+
+// Box2D rigid-body world. The building structure runs on the custom Verlet
+// solver (see build_graph / verlet); this exists as the foundation for M4
+// projectiles and any terrain collision they need.
+struct PhysicsBody {
+ b2BodyId id;
+ b2Vec2 size; // half-width, half-height for box shapes
+ float red, green, blue, alpha;
+ bool is_static;
+};
+
+class PhysicsWorld {
+public:
+ PhysicsWorld();
+ ~PhysicsWorld();
+
+ PhysicsWorld(const PhysicsWorld&) = delete;
+ PhysicsWorld& operator=(const PhysicsWorld&) = delete;
+
+ void step(float dt);
+
+ // Create a static box (terrain, walls).
+ PhysicsBody* add_static_box(b2Vec2 center, float half_w, float half_h,
+ float r = 0.3f, float g = 0.3f, float b = 0.3f);
+
+ // Create a dynamic box (projectiles, debris).
+ PhysicsBody* add_dynamic_box(b2Vec2 center, float half_w, float half_h,
+ float r = 0.8f, float g = 0.6f, float b = 0.2f);
+
+ const std::vector<PhysicsBody>& bodies() const { return bodies_; }
+
+ b2WorldId world_id() const { return world_id_; }
+
+private:
+ b2WorldId world_id_;
+ std::vector<PhysicsBody> bodies_;
+};